[][src]Struct gfx_gtk::GfxContext

pub struct GfxContext<D, F> where
    D: Device,
    F: Factory<D::Resources>, 
{ pub device: D, pub factory: F, pub encoder: Encoder<D::Resources, D::CommandBuffer>, }

A container for a GL device and factory, with a convenience encoder ready to use. Typically, it will be specialised, including a GlDevice and GlFactory

Fields

device: D

GFX device

factory: F

GFX factory

encoder: Encoder<D::Resources, D::CommandBuffer>

Convenience encoder, other encoders can be used by the library client when appropriate

Methods

impl<D, F> GfxContext<D, F> where
    D: Device,
    F: Factory<D::Resources>, 
[src]

pub fn create_msaa_pipeline_state<I: PipelineInit>(
    &mut self,
    aa: AaMode,
    vertex_shader: &[u8],
    pixel_shader: &[u8],
    init: I
) -> Result<PipelineState<D::Resources, I::Meta>, PipelineStateError<String>>
[src]

creates a Gfx PSO given a vertex/pixel shader pair. The PSO will contain a MSAA-enabled rasterizer if AaMode is Multi(_)

impl<D, F> GfxContext<D, F> where
    D: Device,
    F: Factory<D::Resources>, 
[src]

pub fn flush(&mut self)[src]

flushes the command buffer and executes its content

Auto Trait Implementations

impl<D, F> Send for GfxContext<D, F> where
    D: Send,
    F: Send,
    <<D as Device>::Resources as Resources>::Buffer: Send + Sync,
    <D as Device>::CommandBuffer: Send,
    <<D as Device>::Resources as Resources>::DepthStencilView: Send + Sync,
    <<D as Device>::Resources as Resources>::Fence: Send + Sync,
    <<D as Device>::Resources as Resources>::Mapping: Send,
    <<D as Device>::Resources as Resources>::PipelineStateObject: Send + Sync,
    <<D as Device>::Resources as Resources>::Program: Send + Sync,
    <<D as Device>::Resources as Resources>::RenderTargetView: Send + Sync,
    <D as Device>::Resources: Resources,
    <<D as Device>::Resources as Resources>::Sampler: Send + Sync,
    <<D as Device>::Resources as Resources>::Shader: Send + Sync,
    <<D as Device>::Resources as Resources>::ShaderResourceView: Send + Sync,
    <<D as Device>::Resources as Resources>::Texture: Send + Sync,
    <<D as Device>::Resources as Resources>::UnorderedAccessView: Send + Sync

impl<D, F> Sync for GfxContext<D, F> where
    D: Sync,
    F: Sync,
    <<D as Device>::Resources as Resources>::Buffer: Send + Sync,
    <D as Device>::CommandBuffer: Sync,
    <<D as Device>::Resources as Resources>::DepthStencilView: Send + Sync,
    <<D as Device>::Resources as Resources>::Fence: Send + Sync,
    <<D as Device>::Resources as Resources>::Mapping: Send,
    <<D as Device>::Resources as Resources>::PipelineStateObject: Send + Sync,
    <<D as Device>::Resources as Resources>::Program: Send + Sync,
    <<D as Device>::Resources as Resources>::RenderTargetView: Send + Sync,
    <D as Device>::Resources: Resources,
    <<D as Device>::Resources as Resources>::Sampler: Send + Sync,
    <<D as Device>::Resources as Resources>::Shader: Send + Sync,
    <<D as Device>::Resources as Resources>::ShaderResourceView: Send + Sync,
    <<D as Device>::Resources as Resources>::Texture: Send + Sync,
    <<D as Device>::Resources as Resources>::UnorderedAccessView: Send + Sync

Blanket Implementations

impl<T> From for T[src]

impl<T, U> Into for T where
    U: From<T>, 
[src]

impl<T, U> TryFrom for T where
    U: Into<T>, 
[src]

type Error = !

🔬 This is a nightly-only experimental API. (try_from)

The type returned in the event of a conversion error.

impl<T> Borrow for T where
    T: ?Sized
[src]

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> BorrowMut for T where
    T: ?Sized
[src]

impl<T, U> TryInto for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

🔬 This is a nightly-only experimental API. (try_from)

The type returned in the event of a conversion error.